Can't reactivate character movement

So I have a AI system where if they go into a box collision of a door, then it will play a door opening animation for the AI. I do with by deactivating the character’s movements, then reactivating it once the animation is done playing.

But every time I test it, no matter what I try, it doesn’t work and gives me this error.

Do not use Activate node, use ‘Set Movement Mode’ to “Walking” or whatever you want.

So, you want to stop your AI when the animation started and you want to continue when the animation has finished, right? I think you can use Event notifies for timing events with animations, so you don’t need to cast your AI from door.

Yes you have to place the event notifies in your animation’s specific frames.
For instance you have one animation to open a door named as AS_AI_OpenDoor. Character reaches to the door at frame 5. Character finishes a opening door animation and it’s ready to move on at frame 15. Place an event notify OpenDoor at frame 5 and place an event notify OpenDoorEnd at frame 15. You can get the all neccessary nodes in your AI’s animation blueprint. ‘OpenDoor’ event notify will stop the movement and ‘OpenDoorEnd’ notify will tell that it can continue to the movement and in this way would be more cleaner.

Of course, just I said; you should place the notifies to your animation sequence and get these notifies in your AI’s animation blueprint. Your first ‘OpenDoor’ will stop the movement and your second ‘OpenDoorEnd’ will the tell that to the AI to continue.

If you set movement mode you have to cast to your AI in your AI’s animation blueprint, object should be “Try Get Pawn Owner”. Because you’ll need pawn’s movement component.

I’ve tried that. It does the exact same thing

Yes, that is what I want to do. Correct me if I’m wrong, but I’m assuming that I can use event notifies in the animation asset itself?

If not can you give me some instructions on how to use it?

Ok. Would I have to cast to the character or is there a node for that?

Ok. How would I activate that in the door blueprint? Would I just play the animation, or would I have to do something else?

Because when I use a “play animation” node, it seems to stop using the animation blueprint, so it plays the animation but it isn’t running the nodes since it isn’t using the animation blueprint anymore